Dark Heresy Apocrypha Vehicles
Dark Heresy Apocrypha Vehicles
Game. The Apocrypha contains all manner of exciting things such as rules additions, new types of character and different ways of constructing groups of Acolytes, as well as ideas for running particular types of game. Such knowledge however, comes with a warningit is anticipated that some Apocrypha will have substantial implications for your games of Dark Heresy if you choose to use them. The Apocrypha are subject change and sit slightly outside of the purity of Dark Heresys core rules. For those of you who have steeled your soul and crave forbidden knowledge you read at you own risk! Enjoy. The Curators of the Dark Heresy Oubliette of Knowledge.
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Vehicles Vehicles
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Water Craft: Water craft are common throughout the Imperium and vary from the motor skiffs used to skim the surface of hive chem-pools to the mass harvesters that roam the seas of water bound agri-worlds.
n Dark Heresy there are countless types of vehicles, everything from bikes, ships, spacecraft, walkers and more are available to those with the money and influence to acquire them. As with mounts, vehicles are best used as conveyances, enabling characters to move from one location to another at a rate faster than they could otherwise achieve with their feet alone. Most of the time when a character interacts with a vehicle they are a passenger and the vehicle becomes just another environment for the character to explore. When a character is driving or piloting a vehicle in non-stressful conditions theres no reason to become bogged down in the minutia of what lever does whatsimply allow the Acolytes to reach their destination. There may, however, be times when a character is piloting or driving a vehicle in combat, or worse, they face an enemy that has the benefit of a vehicle. Such encounters and circumstances alter the dynamics of the game by injecting a new lethal dimension to combat. The rules presented here expand combat options by including full rules for incorporating vehicles into the game.
Walkers
Semi-robotic walking machines, these vehicles move about on mechanical legs. Most walkers have military applications, such as guard sentinels, dreadnoughts and the feared battle titans. For civilian use, walkers may serve as power lifters or as tools for construction. Some walkers are designed to be controlled by servitors. Controlling a walker effectively requires the Drive (Walker) skill.
hoVer Vehicles
Hover vehicles, often referred to as skimmers, are anti-grav vehicles built for limited flight. The Imperium has good and practical anti-grav and contra-air tech based on ancient designs, but it is little understood and rarely seen outside the circles of the wealthy elite or Adeptus Mechanicus. Controlling a hover vehicle effectively requires the Drive (Hover Vehicle) skill.
Outside of massive vehicles that require large complements of pilots and drivers to control, vehicles are grouped into types that correspond to the Drive and Pilot Skill Groups outlined on pages 102 and 105 of the Dark Heresy Core Rulebook.
Ground Vehicles
Ground vehicles encompass any terrestrial vehicle designed to manoeuvre on a planets surface. Controlling a ground vehicle effectively requires the Drive (Ground Vehicle) skill. Bikes: Bikes are a catchall for motorcycles, monocyks and other vehicles with one or more wheels arranged in a line. This category generally refers to those vehicles that rely on engines for propulsion. Medium Vehicles: This category includes road wheelers and ground cars. They are primarily found on civilised worlds that have road networks. On such planets, private ownership is a status symbol and a sign of wealth. Most people do not have the luxury of possession such transportation. Ground cars include staff cars for officers, quads, limousines, and personal conveyersone man autos famous for being unreliable and utterly dangerous. Large Vehicles: Large vehicles that serve as haulers, trucks and transports, functioning as cargo and personnel carriers. Haulers are named for the quantity of their wheels, with the Cargo-8 being one of the most common. Crawlers: Massive vehicles, weighing hundreds of tons, they are somewhat rarer than large vehicles. For civilian purposes, they are used for construction, transporting heavy cargo as harvesters, flatbeds and other industrial vehicles. The militarys armour such as the Baneblade, Leviathan and even the Capitol Imperialisa mobile tracked fortress capable of carrying hundreds of menall qualify as crawlers. Termites: Termites is a catch-all category for any vehicle designed for burrowing through solid matter. These are generally rare and normally found only on industrial worlds and mining colonies.
All vehicles are defined by a set of numbers and Traits to provide options for the pilot and crew that operate them. In many ways, these characteristics function as those characteristics used to describe characters and creatures, but unlike living creatures, vehicles are generally not capable of taking Actions on their own and must rely on the capabilities of their operator. All vehicles have the following statistics: Type: This is the class of vehicle and typically indicates how it moves and the Skill specialisation required to drive or pilot it. Size: Vehicles have Size Traits just as creatures. Any vehicle that can hold one or two people is Hulking, most Acolytes and aircraft are Enormous, with tanks and the like being Massive. Armour: Many vehicles are heavily constructed allowing them to shrug-off harm that would fell a living creature,
and in the case of military vehicles, armour plated to resist gunfire, explosions and other attacks. In each vehicles case, an Armour Points value is listed which is used to resist damage done to it, (note that vehicles have no Toughness Bonus, only Armour Points.) These rules (for simplicitys sake) feature only a single Location or relative few Locations with separate Armour Values for each vehicle. The most common of these is Hull, which is used in these rules as a catch-all term for the bulk of a vehicle, although some will also have separate listing for Locations which are particularly well, (or poorly) protected, (such as Front, Wings, Rear etc) depending on the nature of the vehicle. Table 11: Guidelines for Vehicle Armour Variety of Vehicle Unprotected vehicles such as civilian ground cars, carts etc Un-armoured military or heavy civilian vehicles Lightly armoured vehicles or very heavy duty vehicles Heavily armoured vehicles Armour Points 12 or less 1220 1525 25+
Vehicle Traits: Vehicle traits are special qualities possessed by a vehicle. Narrative Speed: This entry describes the vehicles cruising and top speed, measured in kilometres per hour, and is displayed as Cruising Speed/Maximum Speed. Cruising Speed is the standard sustained speed used for movement in Narrative Time. It typically equals half the vehicles Maximum Speed. The Maximum Speed is included as a guide of how fast a vehicle can go when pushed. For ground vehicles, these Speed values are halved for off-road conditions, unless the vehicle has the All Terrain vehicle trait. Combat Speed: This gives the amount a vehicle will move every Round, depending what Speed Band the vehicle is moving at. This is displayed as Very Slow/Slow/Cruising/Fast/Very Fast. Armaments: Armaments describe the standard weaponry that the vehicle carries. In some cases it simply lists weapon mountings, in which case any weapon of the mounting type listed can be added. Handling Modifier (Skill): This entry take the form of a Difficulty modifier, it reflects any bonus or penalties to the pilots Skill Test when attempting operations outside of the norm with this vehicle based on it inherent manageability. Additionally, this entry also indicates the Skill used to operate the vehicle. Crew: This entry describes the number of crew needed to operate the vehicle. This entry also includes the various functions of the crewmen, such as pilot, gunner and so on. Passengers: If the vehicle can accommodate passengers, the number it can carry is listed here. Otherwise, this entry is absent. Note this is when passengers are comfortably accommodated, not crammed in etc! Access Points: This entry describes where a character can climb on board or exit an enclosed vehicle.
Striking a particular vehicle Location rather than another is a matter of the direction the attack comes in from, (shooting at the back of a vehicle will hit its Rear location, or if the Rear is not separately listed, the Hull etc.) The GM has the final say on what location is struck by an attack, and any special effect beyond the usual Damage that striking that Location will have. Causing Damage: Vehicles unlike living creatures, Daemons etc, do not have Wounds. Attacks that deal Damage equal to or greater than a Locations Armour Points will cause Structural Damage of some kind (see page @@ of this Apocrypha for more details). The amount by which the Damage exceeded the Armour determines the severity of the Damage and which table is used to determine the result.
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these Speed Bands: Very Slow/Slow/Cruising/Fast/Very Fast. Unless the vehicles controller takes an Accelerate or Decelerate Action (see Vehicle Actions on page @@ of this apocrypha) a vehicle will always move at the same Speed that it was moving in the previous Round. Note: In a combat Round a vehicle must move a minimum distance equal to the movement value of the next rate down.
exaMPle
A vehicle with a Combat Speed entry of 15/30/45/60/75, will move up to 15 meters in a Round when moving at Very Slow Speed and 60 meters when moving at a Fast Speed. At Fast Speed the vehicle can move up to a maximum of 60 meters and must move a minimum of 45 meters.
Difficult Terrain
When moving on roads or similar surfaces, vehicles may use their Combat Speed and Narrative Speed values. When travelling on any other surface, they move at half their Cruising Speed for Narrative Speed and halve the Move Value in all of their Speed Bands for Combat Speedunless the vehicle has the All Terrain vehicle trait. Note that Skimmers ignore the effects of all terrain. Vehicles that move through air, space or water, are not affected by terrain in Narrative Time.
usinG Models
Using models to keep track of the relative distances and positions of vehicles in combat is very useful, especially as such situations can often be quite complex and the outcomes highly deadly. When using miniatures, movement and ranges will have to be converted into a suitable equivalent in inches or centimetres. If you are using 28mm miniatures and vehicles that correspond in scale to these miniatures 1 inch/2cm is equal to 1m.
In most Dark Heresy games, vehicles are either environments for the Acolytes to explore or are simply means of travel, and rarely do vehicles play a part in the usual sorts of combat encounters that characters are bound to face. There are, however, situations where a thrilling chase through the labyrinthine streets of a hive world or a heart-pounding dogfight in the upper atmosphere will have a place in the game and these rules are designed to enable players and GMs alike to expand their options.
the Basics
Vehicular combat follows the same structure as combat described in Dark Heresy. Opponents determine Initiative as normal and then act in order from highest to lowest. Vehicles act on the Initiative of their controller. Each participant, on their Turn, gets a chance to act, taking a Full Action or two Half Actions. Where vehicular combat differs is in its sense of scale and how Damage is resolved against vehicles.
Manoeuvres
Handling determines how difficult it is to control your vehicle in combat and perform special manoeuvres, and as one would expect, the faster a vehicle moves, the harder it is to control. Whenever you take an Action that calls for an operator Test, modify the Test by the Difficulty of the vehicles Handling plus the penalty or bonus incurred by the vehicles Speed as shown on Table 12: Speed Difficulties. Table 12: Speed and Manoeuvre Difficulties Speed Band Stationary Very Slow Slow Cruising Fast Very Fast Difficulty No manoeuvres are possible +20 +10 0 10 20
MoVeMent in coMBat
When moving in combat, vehicles may move a number of meters per Round that is determined by the Speed that the vehicle is travelling at. There are six Speed Bands for vehicles: Stationary, Very Slow, Slow, Cruising, Fast and Very Fast. In a vehicles profile, Combat Speed is divided into
If you fail the Test, you simply cannot perform the manoeuvre. If you fail by two or more degrees of failure, you lose control of the vehicle and must roll on Table 13: Out of Control. On a failure by four or more degrees, you lose control and must roll on the table and add +20 to the roll.
Table 13: Out of Control Result No effect Minor slip moves the vehicle 1 metre to left or right. No effect on air- or spacecraft. Vehicle slips 1d5 metres to the left or right. Vehicle skids 1d10 metres to the left or right. Vehicle skids 2d10 metres to the left or right. Vehicle spins 1d5 times, drifting 2d10 metres in a random direction. Vehicle reduces its Speed by two bands. 7180 As 6170, but if moving at Fast or a faster Speed, the vehicle flips 1d5 times and crew and passengers take 1d10 I points of Damage for each flip, coming to a complete stop at the end of its movement. 8190 As 6170, but if moving at Cruising or a faster Speed, the vehicle flips 1d5 times and crew and passengers take 1d10 I points of Damage for each flip, coming to a complete stop at the end of its movement. 91100 As 6170, but if moving at Cruising or a faster Speed, the vehicle flips 1d10 times and crew and passengers take 1d10 I points of Damage for each flip, coming to a complete stop at the end of its movement. 101110 As 91100, but the vehicle catches fire when it stops moving. All crew and passengers still alive must Test Agility or catch fire. 111120 As 101110, but the vehicle explodes when it stops moving. All crew and passengers are slain and all creatures within 10 metres take 2d10 X, Pen 5, Damage from the flaming debris. Aircraft begin an uncontrolled descent. Spacecraft move in a random direction. Vehicles with the Primitive vehicle trait do not explode or catch fire but instead flip 1d0 times as per result 61-70, and are also completely destroyed.
aircrafT coMbaT Aircraft Combat Whether from an Out of Control vehicle or an intentional
collisions
ram, the results of a collision can be devastating. When a vehicle collides with an object, the vehicle and object struck take an amount of Damage. For the vehicle, the amount of Damage is determined by the size of the object and (if it is a vehicle) the Speed it was travelling at. For the object hit, the Damage is determined by the size of the object. If the Damage is not enough to exceed the vehicles Armour, the vehicle may continue moving, though its Speed will drop by one band. Passengers not strapped-in take half this Damage plus any Damage that exceeds the vehicles Armour. Passengers that are strapped-in only take Damage that exceeds the vehicles Armour. Table 14: Collision & Hit and Run Damage Size Base Damage Damage Modifier +1/Speed Band 3d10 I 4d10 I 2d10 I
Aircraft in combat have an additional consideration that affects their movement. The following rules are broad to simulate, to a degree, some of the other factors to consider when using these vehicles.
altitude
Rather than bog down the game in complex mathematical equations, Dark Heresy uses four broad altitude bands for flying creatures and vehicles. The altitudes are Low, Medium, High and Orbit. Vehicles may attack other vehicles in the same altitude or against targets at one altitude lower but not higher altitudes. An aircrafts Speed determines how long it takes to move into another altitude band. It takes 5 Rounds for Very Slow, 4 Rounds for Slow, 3 Rounds for Cruising, 2 Rounds for Fast, and 1 Round for Very Fast. Vehicles with particularly slow speeds may take longer, while vehicles with particularly fast speeds may change altitudes more or less quickly at the GMs discretion.
Average or smaller (Bike)1d0 I Hulking (Grox, Car) above stationary Enormous (Silt Spider, Landspeeder) +2/Speed Band above stationary Massive (Battle Tank, Scar Wyrm) +5/Speed Band above stationary
Minimum speed
Any vehicle that moves through the air must maintain a minimum speed equal to its Slow Speed unless that vehicle has the Anti-Grav vehicle trait. Dropping below this Speed causes the vehicle to stall and begin to lose altitude. To regain control over the vehicle, the operator must succeed on a Pilot Test with a cumulative 10 penalty for every two Rounds spent below the Slow Speed. Although gravity varies from world to world, to avoid ridiculous calculations, assume that every the vehicle drops one altitude band every 2 Rounds.
Special: If the target struck has a Size equal to or greater than the vehicle, resolve this as a Collision instead.
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eVade (halF)
By weaving or bobbing, you make your vehicle harder to hit. You must make a Drive or Pilot Test applying the Handling modifier if any. On a success, if the vehicle takes a hit in combat, you reduce the Damage by your Agility Bonus. On a failure of two or more degrees, the vehicle is actually easier to hit, granting a +10 bonus on all Ballistic Skill Tests made to strike the vehicle. A failure of four or more degrees, results in Out of Control.
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accelerate (halF)
You increase your vehicles Speed by one band, this will affect the vehicles movement this Round and so its move will correspond to its new Speed. If all you do this Round is accelerate, you may increase the vehicles Speed by two bands.
attack (halF)
You or a crewman can fire one of the vehicles weapons or use a personal weapon if the vehicles configuration allows it. You may use a melee weapon if you are adjacent to an opponent. Attacks made from moving vehicles incur a penalty based on the vehicles Speed: Slow (+0), Cruising (10), Fast (20) or Very Fast (30).
ManoeuVre (Varies)
There are bound to be manoeuvres not covered by the Actions described here, such as jumping a vehicle over an obstacle, lifting the vehicle up on two wheels, and so on. Any manoeuvre requires a Drive or Pilot Test against a Difficulty set by the GM appropriate to the manoeuvre attempted.
roll (halF)
Aircraft Only You spin the vehicle to make yourself harder to hit, take a Pilot Test. On a success, you impose a 10 penalty to one opponents Ballistic Skill Test made to attack you.
decelerate (halF)
You may decrease the vehicles Speed by one band. If all you do this Round is decelerate, you may decrease the vehicles Speed by two bands.
Turn (special)
Turns at higher Speeds may require a Drive or Pilot Test as determined by the GM. Generally, anything more than a 45-degree turn on a single move should require a Test.
Table 15: Structural Damage Roll 0105 0610 1115 Result Rocked: The vehicle reduces its Speed by one band. Armour Damage: Reduce the vehicles Armour Points on the Location struck by 1d5 points (minimum 0). Tossed: The vehicle shakes with the impact. All crewmen and passengers must succeed on Agility Tests or take 1d10 I Damage. Anyone on the outside of the vehicle must pass a Strength Test or be thrown off and take 1d10 I damage. Airborne: The impact sends the vehicle into the air and causes it to slam back to the ground. The results are as Tossed, but the Agility and Strength Tests are Difficult (10). For sea, air or space vehicles, the vehicle shudders, tossing all crewmen and passengers about. Damaged Sensors: The hit critically damages the sensors, imposing a 20 penalty to all Perception Tests made while in the vehicle. If there are no sensors, the attack reduces the vehicles Armour Points at the Location struck by 1d5 points. Blown Tire/Tread/Leg: The attack destroys one of the vehicles wheels, treads or legs. In the case of tracked or wheeled vehicles, the vehicle immediately goes Out of Control, adding +30 to the roll on Table 13: Out of Control. The vehicles Speed is reduced by two bands every Round and once stationery may not move. In the case of a walker, the vehicle immediately crashes, injuring all occupants. Damage equals 1d10 plus 4 per Speed above stationary. If in a sea, air, or space vehicle, the attack reduces the vehicles Armour Points at the Location struck by 1d10 points. Destroyed Sensors: The hit destroys all sensors, making vehicle Perception Tests impossible. If no sensors, treat as result 3135. Catch Fire: The vehicle catches fire. Each Round the occupants remain inside the vehicle they must Test Agility or catch fire. The fire can be extinguished through normal means. Injured Crew or Passenger: A random occupant takes 1d10 Damage plus one-half of the Damage dealt to the vehicle. Bad news if this is the driver. Weapon Damage: The attack destroys a random weapon mounted on the vehicle. If no weapons, a random hard point or anti-aircraft mount is destroyed. If the vehicle has no weapon mounts treat this result as result 4650. Traumatic Injuries: 1d5 random occupants take 1d10 Damage plus one-half of the Damage dealt to the vehicle. In addition, the vehicle reduces the Armour Points protecting the Location struck by 1d10 points. Steering Damage: Vehicle becomes harder to control. Handling worsens by 10. In addition, operator must immediately pass a Drive or Pilot Test or go Out of Control (see Table 13: Out of Control). System Damage: Vehicle suffers extensive damage to its electrical systems. Each Round, theres a 50% chance the driver can make a Handling Test to control the vehicle. If not, the vehicle automatically slows its Speed by one band and wanders in a random forward direction. Ammunition Damage: If the vehicle is carrying ammunition, it detonates dealing 2d10+8 X Damage to the vehicle and all occupants. Vehicle Damage is applied to the Location closest to where the ammunition was stored, which could result in another roll on this table. If the vehicle does not carry ammunition, treat this result as 6165. Out of Control: The vehicle spins Out of Control, reducing its Speed by three bands and moving in a random direction. All occupants must Test Toughness or become Stunned for 1 Round. Smoking Engine: The engine overheats. The vehicles maximum Speed Band is reduced to Cruising. Terrible Engine Noise: The engine sputters and coughs. You may no longer move faster than the vehicles Slow Speed Band. Engine Death: The engine dies. Each Round, the vehicle reduces its Speed by one band until it is stationery. Once stationery it may not be restarted. Engine Explosion: The engine explodes, dealing 2d10+10 X Damage to all occupants. An Agility Test halves Damage for occupants. Each Round, the flaming vehicle reduces its Speed by one band until it is stationary. Once stationary it may not be restarted. Explosion: The vehicle explodes, sending jagged pieces of flaming death in all directions. All occupants are slain and all creatures within 1d10 metres/size above Average take 2d10+5 X, Pen 5, Damage.
1620
2125
2630
6670
9500
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Apocrypha: Vehicles
aTTacking Vehicles Attacking Ve hicles
Attackers can make attacks as normal against a vehicle Testing Weapon Skill or Ballistic Skill, with bonuses for its size rating. Before rolling the dice, the attacker must decide whether he is attacking the vehicle or the crew where they are visible. Attacking the vehicle is resolved like any other attack. There is no need to randomise the Location hit as attacks will hit the side of the vehicle that faces the attack. If attacking a crew or passengers directly is possible, (as is usually the case with any Open vehicle for example) those on board are likely gain a cover modifier from the vehicle unless completely exposed. crew and passengers take Impact Damage equal to the amount that the Damage exceeded the vehicles Armour. Passengers and crew must also Test Agility to avoid catching fire.
effects of Damage
Whenever a vehicle takes a Structural Damage the attacker rolls 1d100 on Table 15: Structural Damage to see what happens. Results from Structural Damage are cumulative. Note: some of these results will only sensibly apply if a vehicle is in motion, if this is not the case, re-roll the result.
called shots
As with other opponents, you can make Called Shots against vehicle Locations, such as tires, treads, legs, weapon batteries and so on. The standard Hard (20) Test penalty applies (see page 198 in Dark Heresy).
Vehicle daMaGe
Vehicles that take Damage have a tendency to stop working. Whenever a vehicle is struck by a successful attack, roll Damage normally. If the Damage is equal to or less than the vehicles Armour for the Location, there is no effect. If the amount of Damage inflicted exceeds the vehicles Armour then the vehicle suffers Structural Damage (see page @@ of this apocrypha for more details). Note that the Penetration value of a weapon will reduce a vehicles Armour as normal. Each time the vehicle takes Damage the operator must make a Drive or Pilot Test to maintain controlmodifying the Test by the vehicles Speed and Handling as normal. Massive Impact: If the Damage exceeds the vehicles Armour, the vehicle takes a hit. If an attack exceeds the vehicles Armour by more that double (i.e. a vehicle with Armour 10 took 30 points of Damage) the vehicle is automatically destroyed by the force of the attack and all
rePairinG Vehicles
Vehicles damaged in combat can be repaired. Generally, repairing a damaged vehicle requires the appropriate Trade Test and 1d5 days. The severity of the Damage may require more time and modify the Difficulty as the GM sees fit.
precision. When controlled by a character with suitable augmentation, the vehicles Handling modifier is increased by +20.
open
These vehicles have a structure largely open to the air where the majority of those aboard may sit or stand rather than an enclosed compartment inside. These vehicles have the advantage that they are very easy to mount or dismount and can usually carry a lot of passengers/cargo relative to their size, but offer those aboard little protection (and so they may be targeted in combat etc).
all Terrain
All terrain vehicles are designed and equipped to scramble across difficult ground. All terrain vehicles ignore movement penalties for moving difficult terrain.
primitive
Primitive vehicles are usually crafted from wood or cobbled together from other scrap. Most are not powered by anything more sophisticated than clockwork or the muscle power of animals. The Armour of primitive vehicles is Primitive and such vehicles are reduced to wreckage by effects that would make them explode. Also, common sense should also be used when applying Structural Damage results to such vehicles, i.e. they also cannot catch fire from a damage result unless caused by an incendiary weapon etc.
amphibious
An amphibious vehicle can move over both land and water. When in water, the vehicles Narrative Speed and Combat Speed values are halved.
stripped chassis
The vehicle has had its armour stripped and the weight of its frame reduced for greater speed. All of the vehicles Armour values are halved and its Combat Speed values increased by 25%.
interface controls
The vehicles controls have inbuilt circuitry that allows a suitably augmented pilot or driver to control the vehicle with incredible
Void capable
The aircraft is sealed and equipped so that they can function in the cold harshness of space as well with an atmosphere.
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The following vehicles represent the most common sorts found in the 41st Millennium.
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cart
Carts rely on a draught beast for locomotion and can vary in size from dog-drawn gigs to Tholephant-pulled mega-wains. Carts can come in all sizes and shapes, these stats represent a typical open-topped cart. Type: Ground Vehicle Size: Hulking Armour: Hull 10 Traits: Open, Primitive Narrative Speed: 2 kmph/6 kmph Combat Speed: Based on animals AB/AB2/// Handling Modifier (Drive (Ground Vehicle)): 10 Armaments: None Crew: 1 (Driver) Passengers: 6 Access Points: Carts are open-topped can be boarded and disembarked from any point. Special: Low Tech: These vehicles benefit from a lack of workings and vital parts, as a result, any damage that doesnt destroy them outright, injure a passengers or damage their wheels or otherwise deflect or immobilise them is ignored.
chariot
A chariot is a smaller version of a cart, designed specifically for speed or military use. The chariot can be a decisive factor in primitive warfare. Like carts, chariots come in a variety of types, the profile here represents a typical war chariot. Type: Ground Vehicle Size: Hulking Armour: Hull 8 Traits: Open, Primitive Narrative Speed: 4 kmph/15 kmph Combat Speed: Based on animals AB/ABx2/// Handling Modifier (Drive (Ground Vehicle)): 0 Armaments: None Crew: 1 (Driver) Passengers: 2 Access Points: Chariots are open topped and can be boarded and disembarked from any point. Special: Low Tech: These vehicles benefit from a lack of workings and vital parts, as a result, any damage that doesnt destroy them outright, injure a passenger or damage their wheels or otherwise deflect or otherwise immobilise them is ignored.
Speeder Carriage
Only the truly wealthy can afford to privately own speeder craft as the technology involved must be sourced directly from the Adeptus Mechanicus, and maintained by those with high knowledge of their arcane lore. This is an example of a luxury vehicle, intended to carry several passengers in complete comfort far above the toiling earthbound multitudes. Some hives, thanks to their confined nature or hostile atmospheres, are unsuitable for the use of speeders, but others such as the Hive Sibellus or the Hive-Citadels of Solomon with their sprawl of high spire estates, endlessly, and no true Sibellian noble house would be without its coterie of lavishly appointed and liveried speeder carriages with which to hop from one estate to another without having to deal with the unwashed masses. Type: Hoverer Size: Hulking Armour: Hull 10 Traits: none, some may be Open. Narrative Speed: 80kmph/200kmph Combat Speed: 15/70/140/210/280 Handling Modifier (Drive (Hover)): +10 Armaments: None Crew: 1 (Driver) Access Points: Two side doors and rear hatch.
Passengers: 3
Many hive cities are honeycombed with vast and labyrinthine networks of roadways, overpasses, and transit tunnels known as arteria. In these cities dispersal cargos and perishables are often carried by huge multi-wheeled or tracked vehicle transports known as macro-haulers. Tens of metres tall and a hundred or more long, these vast conveyances are like warehouses on the move and more than deserve their common nickname of thunderers. Some even act as mobile processing facilities while others are said to never stoptheir containers unloaded on the move. Some are further outfitted for hazardous duty and are uncommonly powerful, heavily armoured and armed; they carry the most valuable cargos and are more than able to defend themselves from the jack-crews that can infest the lawless regions of arteria networks. Type: Ground Vehicle Size: Massive Armour: Front 20, Hull 16, Top 14, Undercarriage 14 Traits: none Narrative Speed: 35kmph/55kmph Combat Speed: 5/20/40/60/80 Handling Modifier (Drive (Ground Vehicle)):20 Armaments: Militarised versions have mountings for up to 6 Heavy Weapons Crew: 1 (Driver), 06 (Gunner) Passengers: 30 Access Points: Up to 6 doors per side and rear and top hatch. Special: Ash Waster: Some Macro-Haulers, outfitted to operate in polluted wastelands or in hazardous environments have sealed compartments with life-support or air filtrations systems and airlocks as standard.
Passengers: 2
Passengers: 4
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MaCro-Hauler
io Pattern terMite
Termites are enclosed vehicles designed to burn and burrow effortlessly through rock and soil. Equipped with full life support systems and considerable range, termites vary in form and function from heavy-duty mining units to exploration craft to military siege breakers, but thanks to the techno-arcana required to construct them, most remain in the hands of the Mechanicus and their servants. The Io pattern featured here is a utilitarian multi-purpose model, relatively small in size capable of conveying a dozen souls for long distances into the far deeps in relative comfort and safety. Although they can be found scattered across the Calixis Sector, the greatest concentration of termite craft lie in the endless warrens and tunnels of the Mechanicus-dominated world of Pellucida IX. Type: Ground Vehicle Size: Massive Armour: Front 35, Hull 25 Traits: All Terrain Narrative Speed: 10 kmph/30 kmph; Combat Speed: 5/10/20/30/40 Handling Modifier (Drive (Ground Vehicle)): 10 Armaments: Boring Array (treat as three, quad fixed forward-firing meltas (unlimited ammo)) Crew: 1 (Driver), 4 (Gunner) Access Points: Forward and rear hatches.
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Passengers: 40
coMBat Bike
Common throughout the Imperium, these can range from adapted civilian models to heavily armed and armoured vehicles purely designed for combat. Combat bikes often have integral weapon mountings facing forward (sometimes in linked pairs), for the driver to use whilst operating the vehicle. Common weapons in this style include autoguns, lasguns or boltguns. Type: Ground Vehicle Size: Average Armour: Hull 9 Traits: Open, Twin Mounted Weapons, some will have All-Terrain (decrease speed by 25%) Narrative Speed: 50 kmph/150 kmph Combat Speed: 15/50/100/150/200 Handling Modifier (Drive (Ground Vehicle)): 0 Armaments: Twin basic weapon mounts, fixed firing forward Crew: 1 (Driver) Passengers: 1 Access Points: A military bike is open-topped and can be boarded and disembarked from any point.
Bike sidecar
A common upgrade is to add a sidecar to a ground bike, both to carry an extra person and to also allow a separate gun mounting. Heavy combat versions carry larger weapons for the sidecar passenger to fire, such as heavy bolters, plasma cannons, and multi-meltas. Adding a sidecar to a bike increases its passenger limit by 1 as well as giving it a mounting for a heavy weapon (the extra passenger then acts as the weapons gunner).
Passengers: 3-4
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ornithroPter
These are a unique class of aircraft, using regular engines plus large articulated wings to mimic avian flight. Often graceful and manoeuvrable beyond normal craft, they require more specialised training as they are prone to mishap in the hands of an inexperienced Pilot. Piloting such a vehicle is a sure sign of expert skills and an appreciation for style above the more brutish fashions displayed among other Imperial vehicles. Type: Civilian Craft Size: Hulking Armour: Hull 12, Wings 9 Traits: none Narrative Speed: 50 kmph/70 kmph Combat Speed: -/25/50/75/100 Handling Modifier (Pilot (Civilian Craft): -20 Armaments: None Crew: 1 (Pilot) Access Points: Ornithropters are open-topped so can be boarded or disembarked from any point.
Passengers: 1
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carGo lander
Cargo landers are the workhorses of the atmosphere to void cargo and passenger transfer, being ubiquitous across the Imperium. Each cargo lander will vary according to its place of manufacture, but almost all are brutal, ugly lumps of heatscarred metal with large open cargo bays hidden within. Type: Civilian Craft Size: Massive Armour: Hull 18 Traits: Anti Grav, Void Capable Narrative Speed: 300 kmph/900 kmph (Void) Combat Speed: 50/300/600/900/1200 Handling Modifier (Pilot (Civilian Craft)): -10 Armaments: None Crew: 2 (Pilot and co-pilot) Access Points: Rear boarding ramp, crew access hatch/airlock.
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Passengers: 30
aquila lander
This vessel is commonly used by the Imperial Navy to carry dignitaries, officials and other high-ranking individuals to and from planetside to other orbiting vessels. The vehicle name comes from the distinctive Aquila symbol of the Imperium embossed into its hull and wings. It has no interplanetary capability, but is an excellent light shuttle designed with style and comfort in mind for the official and his retinue, easily carrying seven plus the single pilot crew. While not a combat vehicle, it has light armour protection and a nose-mounted autocannon. It is also very manoeuvrable, with limited hovering capability for quick landing and dust-off if needed as well. Type: Military Craft Size: Massive Armour: Hull 22, Wings 18 Traits: Anti Grav, Void Capable Narrative Speed: 500 kmph/3000 kmph (Void) Combat Speed: 50/700/1400/2100/2800 Handling Modifier (Pilot (Military Craft)): 0 Armaments: Nose mounted long-barrelled autocannon (base range 300m) Crew: 1 (Pilot), 1 (Gunner) Access Points: Side and top hatches/airlocks as well as rear boarding ramp.
Passengers: 20
arVus liGhter
When a standard transport is needed for more common passengers and cargo, the Arvus is often called upon. Unlike the Aquila, it has no weapons or even stylistic symbols. Instead it is an unglamorous workhorse, known for its dependability and rugged nature. Squat and boxlike with ungainly paddle-shaped wings protruding from each sidemounted engine, each can hold twelve passengers or several tons of supplies. While not designed for action in hostile settings, each has enough armour and survivability it can serve as an assault boat or for emergency troop extractions. Though lacking many of the advanced features of most Imperial vessels, the Arvus is a true workhorse of the Navy and a common sight in every Imperial spaceport and station. Type: Military Craft Size: Enormous Armour: Hull 18, Rear 16 Traits: Anti Grav, Void Capable Narrative Speed: 350 kmph/2200 kmph Combat Speed: 50/750/1500/2250/3000 Handling Modifier (Pilot (Military Craft)): 0 Armaments: None Crew: 1 (Pilot) Access Points: Side and top hatches as well as rear boarding ramp.
Passengers: 12
Guncutters are custom-designed heavily armed shuttles and landers, often favoured by Rogue Traders, explorers, and less savoury elements. They are also serious firepower mounts, designed for space, though many can also make shuttle runs planetside as well. They are clearly combat-ready and usually covered with heavy weaponry. As such, they immediately project an intimidating appearance, and are often useful for dangerous negotiations and smuggling operations. Most can only carry a small crew and a limited number of passengers or hive value cargo, sacrificing capacity for speed, armament and protection. Type: Military Craft Size: Massive Armour: Front 30, Hull 25 Traits: Anti-Grav, Void Capable, some will have Interface Controls Narrative Speed: 500 kmph/2500 kmph Combat Speed: 50/850/1700/2550/3400 Handling Modifier (Pilot (Military Craft): 0 Armaments: Multiple heavy mounts (e.g. Prow mounted quad las-cannon, wing mounted missile launchers armed with krak and frag missiles etc.) Crew: 1 (Pilot), 1 (Gunner/Co-pilot) Passengers: 12 Access Points: Two forward hatches to cockpit and rear cargo/boarding hatch
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Guncutter
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Mounts mounts
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erhaps the most basic form of vehicle, the use of riding animals of one sort or another is commonplace on worlds without the technological capacity to produce or maintain their own mechanised transport. Creatures capable of bearing riders are often purpose bred, large and strong enough to travel considerable distances. However, unless the mount is trained to fight in combat, they can be more of a liability than a boon in a fight.
Test again to keep the animal under control. However, if at any time a projectile or energy weapon is fired within 10 metres of the mount or if your mount is injured, you must spend another Full Action to retain control. Finally, you gain none of the benefits of fighting while mounted and you take a 20 penalty to all Dodge Tests.
trained Mount
While fighting from the back of the trained steed, you gain several benefits. The following rules apply when you are fighting while mounted on a steed trained for war: Gain a +10 bonus on Weapon Skill Tests. You take a 20 penalty on Dodge Tests. Use your mounts movement in place of your own. You may use a lance. You may employ the Trample manoeuvre. When hit in combat, do not use the standard hit location table. Instead, refer to Table 16: Mounted Hit Locations. Table 16: Mounted Hit Locations Roll 01 0203 0405 0615 1620 2125 2630 3160 6170 7180 8190 91100 Location Rider-Head Rider-Right Arm Rider-Left Arm Rider-Body Rider-Right Leg Rider-Left Leg Steed-Head Steed-Body Steed-Right Front Leg Steed-Left Front Leg Steed-Right Rear Leg Steed-Left Rear Leg
Mounts can carry one or more riders, depending on how much weight they can bear. While riding a steed, you substitute your mounts Movement rates for your own. A mount can carry a rider for up to 8 hours plus a number of hours equal to its Toughness Bonus before it must Test Toughness to avoid becoming Fatigued. If a Fatigued mount fails a second Toughness Test, it collapses with exhaustion. At the GMs discretion, such cruel treatment may also carry a risk of injuring the mount.
Riding a beast in to battle can provide distinct advantages over opponents that lack mounts. However, unless the mount has been trained to ignore the smell of blood, the clash of weapons and the sounds of gunfire, controlling a steed can take up all of the riders time.
untrained Mounts
On the first Turn of combat, you must succeed on a Difficult (10) Wrangling Test as a Full Action to control a mount untrained in combat. If you fail, the mount flees away from the combat at top speed on your Turn. Each Round thereafter, you can Test using the Wrangling skill again, at the same Difficulty, to regain control. If you succeed on the Test, the mount comes back under your control for a number of Rounds equal to your Fellowship Bonus plus 1 Round for each degree of success. At the end of this time, you must
slain Mounts
If your mount is slain, youre in trouble. Make a Difficult (10) Wrangling Test. If you succeed, you leap or roll away from the collapsed steed, unharmed and on your feet. If you fail this Test, the GM secretly rolls d100 and consults Table 17: Slain Mounts. Others may assist the trapped characters using the normal rules for Assistance.
You can direct your steed or vehicle so that it smashes into or rolls over your opponents. You may move up to your mounts Full Move or a number of metres equal to your vehicles Speed. Opponents may spend a Reaction to either get out of your path, moving a number of metres equal to one-half of their Half Move rate, or make a free attack against you (either you or your steed, or your vehicle). If the opponent cannot avoid your trample or chooses to attack you, make a Drive, Pilot or Wrangling Test (Drive for vehicles, Pilot for aircraft and Wrangling for ridden animals). If you succeed in this Test you deal Damage equal to your steeds Natural Attack or your vehicles Ram Attack. When using this Action with a steed, the creature must be a Trained Mount.
Table 17: Slain Mounts Roll 0120 2150 5190 Result Narrow Escape: You manage to roll out from underneath your steed just in time. You must take the stand Action to regain your feet. Thrown: In your steeds death throws, it flings you 1d5 yards away in a random direction. Take 1d10+1 Damage to a random Location when you land. Partially Trapped: One of your legs becomes trapped by your steed, dealing 1d10 plus the steeds SB Damage. Each Round, on your Turn, you may spend a Full Action to Test Strength to pull yourself free. While trapped, you lose all Reactions. Completely Trapped: Your mount falls completely on top of you, crushing you beneath its bulk. You take 1d10 plus the steeds SB Damage to your Body. Each Round on your Turn, you may spend a Full Action to attempt a Hard (20) Strength Test to pull yourself free. If you fail, you take an additional 1d10+2 Damage each Round that you remain trapped. While trapped, you have cover, but you cannot spend Reactions. Consider what sort of character, youll play next. the so-called Scrag-Bear, is a native to the brutal feral world of Endrite but since has been successfully bred elsewhere. It is a foul tempered and notoriously shortsighted but phenomenally strong and durable beast. Difficult to train and temperamental scrag-bears must be reared from birth to be used as mounts, but can be extremely loyal to their masters who they recognise by scent and well-suited to battle.
9100
ridinG horse
The standard riding beast of the Imperium, the horse has seeded far and wide across the galaxy, imported by colonists in need of an adaptable, docile and hardy beast of burden.
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scrag-bear profile
25 50 40 30 13 33 10
Movement: 6/12/18/36 Wounds: 15 Skills: Awareness (Per). Traits: Bestial, Hulking, Quadruped, Sturdy. Weapons: Hoof/Trample (1d10+1 I; Primitive).
Ws bs
33 45 850 25 15 18 30
Movement: 4/8/12/24 Wounds: 20 Skills: Awareness (Per), Climb (S) +10, Swim (S), Tracking (Int+10). Talents: Heightened Senses (smell), Sprint. Traits: Bestial, Hulking, Natural Weapons (Claws), Natural Armour (Fur and Hide), Unnatural Strength (x2), Quadruped. Armour: 2 Points All Locations (Primitive) Weapons: Claw (1d10+8 R; Primitive).
scraG-Bear
Scrag-bears are omnivorous demi-ursids, with long, lank and ragged fur, shovel-like fore claws and a continuously slavering snout. An example of one of the many vicious animals that have been semi-domesticated by humanity,
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Rob Schwalb, with additional material by Alan Bligh, John French and Mike Mason
Credits CREDITS
Alex Boyd, Paul Dainton, David Gallagher, Karl Kopinski, Richard Wright and John Wigley
A Black Industries Publication First published in 2008 by Black Industries, an imprint of BL Publishing
www.blackindustries.com